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[MOD] Athkatlan Grounds: The Bridge's Block

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  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    Such mods never can be installed mid-run. Your savegame now includes old area versions but the scripts still can be executed, thus there is no entrance but Yawnhex is there.

    The area code is l#nw01, but you will not be able to exit, because your area does not include the entrance added by the mod, so you won't only need to console yourself into the area, but you'll need the code to exit the area.
  • TrevimusPrimeTrevimusPrime Member Posts: 28
    I suspected as much, either way it's there for the eventual next playthrough
  • shevy123456shevy123456 Member Posts: 265
    Bridge's Block is a great mod. After having solved the quests, I don't run into issues anymore.

    Would be cool if the mute gets an add-on quest lateron, e. g. a portal to help her after the battle
    similar to how after a few days you know she needed help the first time. So perhaps we can help
    her to get back home. :D

    Her reward is a must-have for my kenzai-mage. I love high intelligence as well as wearing Vecna's
    robe or what was the name for fast speedcasting. Naturally a pure kenzai should be stronger, but
    having access to spells is so super-versatile and fun.
  • SourSour Member Posts: 115
    edited May 15
    I played through this recently. It's basically one new interior area with one main quest that takes place in it. The new area has two floors that each contain a handful of rooms. The rooms are repeats of rooms from the BG series with furniture from BG2 placed about in a way that makes them feel newish. I can't say this new area is all that interesting to explore but it's main point is to allow a place for the new quest to play out and it naturally fits the established game world. The new quest doesn't have any reading or puzzle solving or combat or item collecting. It's pretty much just a string of people you need to talk to in order to experience a small story.

    -"Spoilers below"

    In shades of the sword coast there was a Xvart that gave you a pair of socks and I thought the encounter was kind of silly but I ignored it in my review of shades because there was so much quality content to experience in that mod. There was also an encounter with a kobold that was a pretty shallow fetch quest that also hit on the same idea. Basically it try's to paint these races that are considered evil or against humanity as not being all bad. Personally, I don't think these quests really fit the vibe of Baldur's Gate. Baldur's Gate explored racism a bit with Viconia but she was a playable character that was quest related and similar to humans. Of course if dark elves like drizzt can be shown in this light then so can the common kobold or even a demon I guess. Point is this sort of thing could be explored but there really wasn't any reason to and it goes against the idea of mindlessly killing your enemies. If Lord of the Rings had a large portion of the show dedicated to showing a kindly orc just to push that message it would have been cut from the movie because it doesn't really fit. If anything it might make the audience unsure if killing the orcs was the right thing to do. In fantasy it's pretty common to have an evil race or bad guy that everyone wants destroyed. These themes seem to intrude on this intended idea. The idea that not all living beings are bad even if they come from a bad place has always been represented by your main character in this game series and I see no reason to continuously push the idea through multiple enemy types in the game.

    The reason I mention it is that this whole quest is like beating a dead horse. It pushes this same idea once again only this time it uses doppelgangors as an example. It seemed that everyone was willing to ignore their own feelings in an attempt to avoid violence but it lacked logic. These characters could have left on their own and still settled somewhere where they didn't need to fake their existence or face destruction.

    Another issue I had with the writing was the gay character in the promenade. In the real world people don't just blurt out that they are going to go do something gay to some stranger unless they suspect the person disapproves of them and they just want to troll them. This felt forced and pointless. An example of a well written gay character in a Baldur's Gate mod would be Illasara from "Black Hearts". She was a blast to talk to and only mentioned her sexuality when asked and it only became appropriate to ask after you were friends and had worked together for a long time. This was a private moment between you and her and it gave a little background as to why she may be the way she is when you learn about her childhood. If you decide to hit on her after being told these things then she firmly lets you know that she isn't having it. I think the portrayal was natural and realistic without feeling forced or preachy.

    In the end I feel like this mod lacks adventure, or gameplay of any kind. The Tomes are OP in my opinion and the purpose of this mod felt like it was to pander to minorities through virtue signaling. You have the blind guy, the girl who can't speak, the gay guy and the dopplegangor who just wants to fit in. Meanwhile it lacks any point or logical reason for existing. There is a side quest where a rat gives you a quest to fetch an apple. Felt silly to me. Seriously a rat?

    That being said, maybe it's just not for me but I felt like I should give a detailed response as to why I don't like it so it's clear where I'm coming from. I would give this mod a "D-" and won't be playing it again. I experienced no crashes and the only bug was a chest at the foot of the mages bed on the second floor. It wouldn't allow me to pick it or open it. If I clicked on the chest my character would just stop in his tracks and refuse to interact with the chest.

    I'm aware that this critique may come off a bit rude but that is not the intention. I enjoy some of lava's mods and some I don't. Its that simple. Atleast I explain why I don't like it, instead of mindlessly attacking it and giving no constructive criticism.
  • ErykErykErykEryk Member Posts: 38
    LGBT and disabled people are often in Lava's mods and for me thats a good thing. I enjoy it. I like the (demi)human face it gives to otherwise heroic fantasy world with no place for any "weakness".
    Speaking animals and a little comedy characters are also common for the Author and it's also very enjoyable in my opinion. It's a magical world, full of everything.
    The mod itself is a nice one shot ride - however i cannot force myself to replay it. It feels off a little bit. Best of athkatlan grounds is definitely the tree island for me. I would just LOVE to see more mods for Athkatla from the Author. As his writing skill is growing and growing I would love to see what's new he would like to propose for otherwise a little empty city compared for example to Baldur's Gate City or even Beregost (with mods).
    I love for example how Lava implemented Dvadardime, its amazing story, very cool Guy to have him in a party (and quite useful when build properly) and also the mod remixes Athkatlan corners and places and it's lovely. (Ok one thing, rewards are too big ; p)
  • ThrasymachusThrasymachus Member Posts: 903
    Well I'm a fan of the Bridge's Block. B)
    It's a small mod -- probably the smallest of the "Athkatlan Grounds" mods -- but I like it overall. I especially like the inclusion of an encounter that references the World of Greyhawk (my favourite "classic" AD&D setting) and the opportunity to obtain Hommet's unique spells.
    I include all of the Athkatlan Grounds additions in my SoA games. They're part of the city now, for me!
  • Ludwig_IILudwig_II Member Posts: 379
    For me the same, I love this mod and most of Lava's mods. Thank you again for your amazing work over the years Lava
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    Thanks!
  • shevy123456shevy123456 Member Posts: 265
    This is probably not the fault of the mod here, but I just ran into the situation where I can not obtain the third
    glyph. The reason, I believe, is because Tactics Remix (I think) re-defines the combat with Sion and the others in the
    house in the Temple district. When I go upstairs, the little guy that normally has the glyph, is not there, and instead
    other things are spawned, such as three clay golems. I am not sure why the little guy who normally has the glyph
    is not there; perhaps he is completely disabled by Tactics Remix, but perhaps not (it may be the fault of yet another
    mod too).

    I have two suggestions to make; if Lava is too busy then just disregard it, but I think it could alleviate the issue above
    a tiny bit:

    (1) Perhaps the glyph could be put into the inventory of one of the other guys: Sion, Ketta, the minotaur thingy, all
    show up regularly, so perhaps the glyph could be there.

    (2) Perhaps there could also be a spell reward per glyph brought, so that the party is awarded with some benefits
    even if not all glyphs can be obtained. So the mage guy who is assigning the task, could hand out one reward per
    glyph, rather than require all three glyphs.

    These two suggestions may not be a "real" fix, but I think they are probably easy to implement. (And as said this
    may be the fault of another mod, I just don't know right now.)
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    This is because it looks like Tactics Remix copies the new script rather than extends the existing script. That means that any mod that adds anything to the area will be erased. It's been years since I played Fade, but I think she also has parts of her quest happening there at some point, IIRC. I'll tag @morpheus562 here, but I am unsure if he's planning on updating that part, but extending scripts rather than replacing it "the hard way" would ensure compatibility with other mods :) But that's not my decision to be made. I am not adding these items to existing characters, because if someone has already been to Temple District and the Guarded Compound, but hasn't yet visited the Bridge, they may still install Bridges Block, because the new character may still be spawned. If the new item(s) are added to Sion or Ketta, that is no longer an option.
  • Ludwig_IILudwig_II Member Posts: 379
    As someone who just did this quest recently and using tactics-remix as well, I can say that there were no issues with completing this quest for me. It was there in the compound (not sure exactly who in the compound had it, but someone definitely did). I installed all components of tactics-remix, so maybe the culprit in your case is another mod shevy123456
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    Oh, I mentioned that, because I've noticed this code in the Remix:
    ACTION_IF !scs_ai BEGIN // No SCS
      COPY ~tactics-remix/baf/guarded_compound/ar0907.baf~   ~override/ar0907.bcs~
           //~tactics-remix/baf/guarded_compound/mo_sion1.baf~ ~override/mo_sion.bcs~
        COMPILE_BAF_TO_BCS
    

    I thought that ar0907.baf should be used along with EXTEND_TOP / EXTEND_BOTTOM instead, but I may be missing something, I rarely play with tweaks that somewhat change difficulty, fighting scripts etc, so I have little experience with such mods :)
  • Ludwig_IILudwig_II Member Posts: 379
    This part looks like it is made for when not using SCS, and I am using SCS too. So, maybe that's why I haven't encountered any issues, I don't know.
  • morpheus562morpheus562 Member Posts: 305
    My apologies, I just saw this. I'll take a look and get a fix out.
  • morpheus562morpheus562 Member Posts: 305
    This should be corrected locally and will be included in the next Tactics Remix release.
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    Thank you!
  • alaisFcZalaisFcZ Member Posts: 37
    Hello @LavaDelVortel .. I have the spanish translation of your mod
  • LavaDelVortelLavaDelVortel Member Posts: 2,859
    Thank you! It's not included in the mod!
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